Créer une arme ( à distance ) En rédaction ( Mais il y a déja un exemple fonctionel )
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Bonjour à tous ! Je me présente, Eryah. Ce que vous lisez n’est pas un de ces “ShortTutorials” pourri, mais bien un tuto assez complet, sur comment faire une arme à feu.
Sommaire
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(#code) [list] [*][Classe 1 : Création de l'item](#classe1) [*][Classe 2 : Création de l'entité](#classe2) [*][Classe 3](#classe3) [*][Classe 4](#classe4) [*][Classe 5](#classe5) [*][Classe 6](#classe6) [/list][*][Bonus](#bonus) [list] [*][Classe 7](#classe7) [*][Classe 8](#classe8) [*][Classe 9](#classe9) [*][Classe 4](#classe10) [*][Classe 5](#classe11) [*][Classe 6](#classe12) [/list][*][Résultat](#resultat) [*][En vidéo](#youtube) [*][Crédits](#credit) [align][size][size][ancre=intro]#Introduction(Introduction)[/ancre] Dans ce tutoriel nous allons voir comment coder une arme à feu( ou pas), avec différentes fonctions ( Blesser, Creuser, Etc.. ) et différentes options ( Chargeur, Viseur, Etc...) *[size]J'ai peu de code pré-fait pour ce tutoriel, simplement 2 armes, présentent dans mon mid UsefulThings, qui doivent se charger (comme un arc) a fond avant de pouvoir tirer. La plupart du code sera écrit spécialement pour le tuto* [align][size][size][ancre=prerequis]#Pré-requis(Pré-requis)[/ancre] Pour créer votre fusil, il vous faudra : [list] [*]Une mainclass ( Obviously ) [*]Un ClientProxy ( Obviously ) [*]Un item simple, servant de munition ( Fusil a munition unique ) [*]Une entité "Balle" ( Optionelle ( On va la crée ensemble ) [/list]C'est tout :) [align][size][size][ancre=code]#Code(Code)[/ancre] [ancre=classe1][size]***Classe 1 : Création du fusil***[/ancre] Nous allons nous attaquer a la création de l'arme a proprement parlé, c'est-à-dire, l'item Pour cela, créer un nouvel item basique, enregistrez le. Vous voici avec une classe vide. Si vous voulez faire un fusil style arc à munition unique : [list] [*]Vous allez rajoutez dans le .java de l'item : [/list]```java public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityPlayer playerIn, int timeLeft) //Méthode qui gère le tir { int j = this.getMaxItemUseDuration(stack) - timeLeft; net.minecraftforge.event.entity.player.ArrowLooseEvent event = new net.minecraftforge.event.entity.player.ArrowLooseEvent(playerIn, stack, j); if (net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(event)) return; j = event.charge; boolean flag = playerIn.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, stack) > 0; if (flag || playerIn.inventory.hasItemStack(new ItemStack(Bullet.bullet, 0))) //Changez par votre munition { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; EBullet entityarrow = new EBullet(worldIn, playerIn, f * 2.0F); //Changez EBullet par votre entité de balle if (flag) { entityarrow.canBePickedUp = 2; } else { playerIn.inventory.consumeInventoryItem(Bullet.bullet); //Changez par le nom de votre imunition } playerIn.triggerAchievement(StatList.objectUseStats[Item.getIdFromItem(this)]); if (!worldIn.isRemote) { if (f >= 1.0F) { worldIn.spawnEntityInWorld(entityarrow); worldIn.playSoundAtEntity(playerIn, "*random.explode*", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); //Changez le son ( souligné ) si vous le souhaitez } } } } public int getMaxItemUseDuration(ItemStack stack) //set du temps ou l'on peut braquer le fusil { return 72000; //Changer la valuer ( en tick ) si vous voulez qu'il y ait une limite } public ItemStack onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn) //set de l'animation { net.minecraftforge.event.entity.player.ArrowNockEvent event = new net.minecraftforge.event.entity.player.ArrowNockEvent(playerIn, itemStackIn); if (net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(event)) return event.result; if (playerIn.capabilities.isCreativeMode || playerIn.inventory.hasItemStack(new ItemStack(Bullet.bullet, 0))) { playerIn.setItemInUse(itemStackIn, this.getMaxItemUseDuration(itemStackIn)); } return itemStackIn; } public EnumAction getItemUseAction(ItemStack stack) //set de l'animation { return EnumAction.BOW; } public ItemStack onItemUseFinish(ItemStack stack, World worldIn, EntityPlayer playerIn) //Remet l'item a son état d'origine après le tir { return stack; }
[ancre=classe2][size]***Classe 2 : Création de l’entité ***[/ancre]
On va partir sur la partie qui m’a le plus fait chier quand j’ai codé mon arme : l’entité…
J’ai finalement salement fait un copié collé de la flèche
Je pense qu’il est nécessaire de préciser toute la création de l’entité, car je pense qu’il y a peut de personne savant faire des entités
Creez une nouvelle classe, et extendez la en Entity, et implémentez IProjectile
Vous voila avec ceci :public class Projectile extends Entity implements IProjectile { }
Ajoutez les déclarations suivantes :
private int xTile = -1; //Position X du projectile private int yTile = -1; //Position Y du projectile private int zTile = -1; //Postion Z du projectile private Block inTile; private int inData; private boolean inGround; //Dans un bloc ou pas public int canBePickedUp; //Si le joueur peut ramasser le projectile public int arrowShake; public Entity shootingEntity; // Le joueur qui a tiré le projectile private int ticksInGround; //Je pense que c'est clair private int ticksInAir; //Je pense que c'est clair également private double damage = 6.0D; //Dégats du projectile private int knockbackStrength; //Puissance du knockback
Ajoutez ces constructeurs :
public Projectile(World worldIn) { super(worldIn); this.renderDistanceWeight = 10.0D; //Si je comprend bien, la distance du render de la flèche this.setSize(0.5F, 0.5F); //taille du projectile } public EBullet(World worldIn, double x, double y, double z) { super(worldIn); this.renderDistanceWeight = 10.0D; //Pareil qu'au dessus this.setSize(0.5F, 0.5F); //Pareil qu'au dessus this.setPosition(x, y, z); //La position du projectile } public EBullet(World worldIn, EntityLivingBase shooter, EntityLivingBase p_i1755_3_, float p_i1755_4_, float p_i1755_5_) { super(worldIn); this.renderDistanceWeight = 10.0D; //Toujours pareil this.shootingEntity = shooter; //Qui a tiré le projectile if (shooter instanceof EntityPlayer) { this.canBePickedUp = 1; //Si le tireur peut ramasser le projectile } //Plein de méthode chelous... this.posY = shooter.posY + (double)shooter.getEyeHeight() - 0.10000000149011612D; double d0 = p_i1755_3_.posX - shooter.posX; double d1 = p_i1755_3_.getEntityBoundingBox().minY + (double)(p_i1755_3_.height / 3.0F) - this.posY; double d2 = p_i1755_3_.posZ - shooter.posZ; double d3 = (double)MathHelper.sqrt_double(d0 * d0 + d2 * d2); if (d3 >= 1.0E-7D) { float f2 = (float)(Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F; float f3 = (float)(-(Math.atan2(d1, d3) * 180.0D / Math.PI)); double d4 = d0 / d3; double d5 = d2 / d3; this.setLocationAndAngles(shooter.posX + d4, this.posY, shooter.posZ + d5, f2, f3); float f4 = (float)(d3 * 0.20000000298023224D); this.setThrowableHeading(d0, d1 + (double)f4, d2, p_i1755_4_, p_i1755_5_); } } public EBullet(World worldIn, EntityLivingBase shooter, float p_i1756_3_) //Quasiment la mème qu'au dessus { super(worldIn); this.renderDistanceWeight = 10.0D; this.shootingEntity = shooter; if (shooter instanceof EntityPlayer) { this.canBePickedUp = 1; } this.setSize(0.5F, 0.5F); this.setLocationAndAngles(shooter.posX, shooter.posY + (double)shooter.getEyeHeight(), shooter.posZ, shooter.rotationYaw, shooter.rotationPitch); this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.posY -= 0.10000000149011612D; this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.setPosition(this.posX, this.posY, this.posZ); this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI)); this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, p_i1756_3_ * 1.5F, 1.0F); }
Après ces constructeurs assez brouillons ( Mojang… ( J’ose pas y toucher, de peur de faire de la merde )), nous allons créer encore plein de méthodes que je comprend pas ! Yay
protected void entityInit() { this.dataWatcher.addObject(16, Byte.valueOf((byte)0)); } public void setThrowableHeading(double x, double y, double z, float velocity, float inaccuracy) { float f2 = MathHelper.sqrt_double(x * x + y * y + z * z); x /= (double)f2; y /= (double)f2; z /= (double)f2; x += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)inaccuracy; y += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)inaccuracy; z += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)inaccuracy; x *= (double)velocity; y *= (double)velocity; z *= (double)velocity; this.motionX = x; this.motionY = y; this.motionZ = z; float f3 = MathHelper.sqrt_double(x * x + z * z); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)f3) * 180.0D / Math.PI); this.ticksInGround = 0; } @SideOnly(Side.CLIENT) public void func_180426_a(double p_180426_1_, double p_180426_3_, double p_180426_5_, float p_180426_7_, float p_180426_8_, int p_180426_9_, boolean p_180426_10_) { this.setPosition(p_180426_1_, p_180426_3_, p_180426_5_); this.setRotation(p_180426_7_, p_180426_8_); } @SideOnly(Side.CLIENT) public void setVelocity(double x, double y, double z) { this.motionX = x; this.motionY = y; this.motionZ = z; if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(x * x + z * z); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)f) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.ticksInGround = 0; } } public void onUpdate() { super.onUpdate(); if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI); } BlockPos blockpos = new BlockPos(this.xTile, this.yTile, this.zTile); IBlockState iblockstate = this.worldObj.getBlockState(blockpos); Block block = iblockstate.getBlock(); if (block.getMaterial() != Material.air) { block.setBlockBoundsBasedOnState(this.worldObj, blockpos); AxisAlignedBB axisalignedbb = block.getCollisionBoundingBox(this.worldObj, blockpos, iblockstate); if (axisalignedbb != null && axisalignedbb.isVecInside(new Vec3(this.posX, this.posY, this.posZ))) { this.inGround = true; } } if (this.arrowShake > 0) { --this.arrowShake; } if (this.inGround) { int j = block.getMetaFromState(iblockstate); if (block == this.inTile && j == this.inData) { ++this.ticksInGround; if (this.ticksInGround >= 1200) { this.setDead(); } } else { this.inGround = false; this.motionX *= (double)(this.rand.nextFloat() * 0.2F); this.motionY *= (double)(this.rand.nextFloat() * 0.2F); this.motionZ *= (double)(this.rand.nextFloat() * 0.2F); this.ticksInGround = 0; this.ticksInAir = 0; } } else { ++this.ticksInAir; Vec3 vec31 = new Vec3(this.posX, this.posY, this.posZ); Vec3 vec3 = new Vec3(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); MovingObjectPosition movingobjectposition = this.worldObj.rayTraceBlocks(vec31, vec3, false, true, false); vec31 = new Vec3(this.posX, this.posY, this.posZ); vec3 = new Vec3(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); if (movingobjectposition != null) { vec3 = new Vec3(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord); } Entity entity = null; List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox().addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D)); double d0 = 0.0D; int i; float f1; for (i = 0; i < list.size(); ++i) { Entity entity1 = (Entity)list.get(i); if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 5)) { f1 = 0.3F; AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().expand((double)f1, (double)f1, (double)f1); MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec31, vec3); if (movingobjectposition1 != null) { double d1 = vec31.distanceTo(movingobjectposition1.hitVec); if (d1 < d0 || d0 == 0.0D) { entity = entity1; d0 = d1; } } } } if (entity != null) { movingobjectposition = new MovingObjectPosition(entity); } if (movingobjectposition != null && movingobjectposition.entityHit != null && movingobjectposition.entityHit instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer)movingobjectposition.entityHit; if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer)this.shootingEntity).canAttackPlayer(entityplayer)) { movingobjectposition = null; } } float f2; float f3; float f4; if (movingobjectposition != null) { if (movingobjectposition.entityHit != null) { f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int k = MathHelper.ceiling_double_int((double)f2 * this.damage); if (this.getIsCritical()) { k += this.rand.nextInt(k / 2 + 2); } DamageSource damagesource; if (this.shootingEntity == null) { damagesource = DamageSource.causeThrownDamage(this, this); } else { damagesource = DamageSource.causeThrownDamage(this, this.shootingEntity); } if (this.isBurning() && !(movingobjectposition.entityHit instanceof EntityEnderman)) { movingobjectposition.entityHit.setFire(5); } if (movingobjectposition.entityHit.attackEntityFrom(damagesource, (float)k)) { if (movingobjectposition.entityHit instanceof EntityLivingBase) { EntityLivingBase entitylivingbase = (EntityLivingBase)movingobjectposition.entityHit; if (!this.worldObj.isRemote) { entitylivingbase.setArrowCountInEntity(entitylivingbase.getArrowCountInEntity() + 1); } if (this.knockbackStrength > 0) { f4 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); if (f4 > 0.0F) { movingobjectposition.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4); } } if (this.shootingEntity instanceof EntityLivingBase) { EnchantmentHelper.func_151384_a(entitylivingbase, this.shootingEntity); EnchantmentHelper.func_151385_b((EntityLivingBase)this.shootingEntity, entitylivingbase); } if (this.shootingEntity != null && movingobjectposition.entityHit != this.shootingEntity && movingobjectposition.entityHit instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP) { ((EntityPlayerMP)this.shootingEntity).playerNetServerHandler.sendPacket(new S2BPacketChangeGameState(6, 0.0F)); } } this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); if (!(movingobjectposition.entityHit instanceof EntityEnderman)) { this.setDead(); } } else { this.motionX *= -0.10000000149011612D; this.motionY *= -0.10000000149011612D; this.motionZ *= -0.10000000149011612D; this.rotationYaw += 180.0F; this.prevRotationYaw += 180.0F; this.ticksInAir = 0; } } else { BlockPos blockpos1 = movingobjectposition.getBlockPos(); this.xTile = blockpos1.getX(); this.yTile = blockpos1.getY(); this.zTile = blockpos1.getZ(); iblockstate = this.worldObj.getBlockState(blockpos1); this.inTile = iblockstate.getBlock(); this.inData = this.inTile.getMetaFromState(iblockstate); this.motionX = (double)((float)(movingobjectposition.hitVec.xCoord - this.posX)); this.motionY = (double)((float)(movingobjectposition.hitVec.yCoord - this.posY)); this.motionZ = (double)((float)(movingobjectposition.hitVec.zCoord - this.posZ)); f3 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); this.posX -= this.motionX / (double)f3 * 0.05000000074505806D; this.posY -= this.motionY / (double)f3 * 0.05000000074505806D; this.posZ -= this.motionZ / (double)f3 * 0.05000000074505806D; this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); this.inGround = true; this.arrowShake = 7; this.setIsCritical(false); if (this.inTile.getMaterial() != Material.air) { this.inTile.onEntityCollidedWithBlock(this.worldObj, blockpos1, iblockstate, this); } } } if (this.getIsCritical()) { for (i = 0; i < 4; ++i) { this.worldObj.spawnParticle(EnumParticleTypes.CRIT, this.posX + this.motionX * (double)i / 4.0D, this.posY + this.motionY * (double)i / 4.0D, this.posZ + this.motionZ * (double)i / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ, new int[0]); } } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) { ; } while (this.rotationPitch - this.prevRotationPitch >= 180.0F) { this.prevRotationPitch += 360.0F; } while (this.rotationYaw - this.prevRotationYaw < -180.0F) { this.prevRotationYaw -= 360.0F; } while (this.rotationYaw - this.prevRotationYaw >= 180.0F) { this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; f3 = 0.99F; f1 = 0.05F; if (this.isInWater()) { for (int l = 0; l < 4; ++l) { f4 = 0.25F; this.worldObj.spawnParticle(EnumParticleTypes.WATER_BUBBLE, this.posX - this.motionX * (double)f4, this.posY - this.motionY * (double)f4, this.posZ - this.motionZ * (double)f4, this.motionX, this.motionY, this.motionZ, new int[0]); } f3 = 0.6F; } if (this.isWet()) { this.extinguish(); } this.motionX *= (double)f3; this.motionY *= (double)f3; this.motionZ *= (double)f3; this.motionY -= (double)f1; this.setPosition(this.posX, this.posY, this.posZ); this.doBlockCollisions(); } } public void writeEntityToNBT(NBTTagCompound tagCompound) { tagCompound.setShort("xTile", (short)this.xTile); tagCompound.setShort("yTile", (short)this.yTile); tagCompound.setShort("zTile", (short)this.zTile); tagCompound.setShort("life", (short)this.ticksInGround); ResourceLocation resourcelocation = (ResourceLocation)Block.blockRegistry.getNameForObject(this.inTile); tagCompound.setString("inTile", resourcelocation == null ? "" : resourcelocation.toString()); tagCompound.setByte("inData", (byte)this.inData); tagCompound.setByte("shake", (byte)this.arrowShake); tagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0)); tagCompound.setByte("pickup", (byte)this.canBePickedUp); tagCompound.setDouble("damage", this.damage); } public void readEntityFromNBT(NBTTagCompound tagCompund) { this.xTile = tagCompund.getShort("xTile"); this.yTile = tagCompund.getShort("yTile"); this.zTile = tagCompund.getShort("zTile"); this.ticksInGround = tagCompund.getShort("life"); if (tagCompund.hasKey("inTile", 8)) { this.inTile = Block.getBlockFromName(tagCompund.getString("inTile")); } else { this.inTile = Block.getBlockById(tagCompund.getByte("inTile") & 255); } this.inData = tagCompund.getByte("inData") & 255; this.arrowShake = tagCompund.getByte("shake") & 255; this.inGround = tagCompund.getByte("inGround") == 1; if (tagCompund.hasKey("damage", 99)) { this.damage = tagCompund.getDouble("damage"); } if (tagCompund.hasKey("pickup", 99)) { this.canBePickedUp = tagCompund.getByte("pickup"); } else if (tagCompund.hasKey("player", 99)) { this.canBePickedUp = tagCompund.getBoolean("player") ? 1 : 0; } } public void setDamage(double p_70239_1_) { this.damage = p_70239_1_; } public double getDamage() { return this.damage; } public void setKnockbackStrength(int p_70240_1_) { this.knockbackStrength = p_70240_1_; } public boolean canAttackWithItem() { return false; } public void setIsCritical(boolean p_70243_1_) { byte b0 = this.dataWatcher.getWatchableObjectByte(16); if (p_70243_1_) { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 | 1))); } else { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 & -2))); } } public boolean getIsCritical() { byte b0 = this.dataWatcher.getWatchableObjectByte(16); return (b0 & 1) != 0; }
Bon, notre entité est crée !
Mais elle n’est pas présente dans le jeu
Nous allons donc l’enregistrer[align][size]MAINCLASS
[align][size][size][size]Dans votre méthode init :
[align][size][size][size]```java
EntityRegistry.registerModEntity(Projectile.class, “projectile”, 21058, this.instance, 40, 1, true);[align][size]***[size]CLIENT PROXY*** [align][size][size][size]Dans (normalement) l'unique méthode du proxy registerRenders [align][size][size][size]```java RenderingRegistry.registerEntityRenderingHandler(Projectile.class, new RenderProjectile(Minecraft.getMinecraft().getRenderManager(), new ModelArrow(), 0.3F)); //Remplacez le model par votre model
[align][size][size][size]Il manque une classe de render !
[align][size][size][size][size][size]RENDER PROJECTILE
[align][size][size][size][size][size]Créez une nouvelle classe, et extendez la a Render
[align][size][size][size][size][size]Ajoutez ceci :
[align][size][size][size][size][size]```java
private static final ResourceLocation Textures = new ResourceLocation(“ut:textures/entity/bullet.png”); //Texture
protected ModelBase modelProjectile = new ModelArrow(); //Modelpublic RenderProjectile(RenderManager p_i46193_1_, ModelProjectile model, float shadow)
{
super(Minecraft.getMinecraft().getRenderManager());
}
public void doRender(Projectile p_180551_1_, double p_180551_2_, double p_180551_4_, double p_180551_6_, float p_180551_8_, float p_180551_9_)
{
this.bindEntityTexture(p_180551_1_);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.pushMatrix();
GlStateManager.translate((float)p_180551_2_, (float)p_180551_4_ - 1.50D, (float)p_180551_6_);
GlStateManager.rotate(p_180551_1_.prevRotationYaw + (p_180551_1_.rotationYaw - p_180551_1_.prevRotationYaw) * p_180551_9_ - 90.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(p_180551_1_.prevRotationPitch + (p_180551_1_.rotationPitch - p_180551_1_.prevRotationPitch) * p_180551_9_, 0.0F, 0.0F, 1.0F);
GlStateManager.disableRescaleNormal();
this.modelBullet.render(p_180551_1_, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
GlStateManager.popMatrix();
}
protected ResourceLocation getEntityTexture(EBullet p_180550_1_)
{
return Textures;
}
/**
* Returns the location of an entity’s texture. Doesn’t seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(Entity entity)
{
return this.getEntityTexture((EBullet)entity);
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<t extends=“” entity=“”>) and this method has signature public void func_76986_a(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(Entity entity, double x, double y, double z, float p_76986_8_, float partialTicks)
{
this.doRender((Projectile)entity, x, y, z, p_76986_8_, partialTicks);
[size][size][size][size][size] }CE TUTORIEL EST EN COURS DE REDACTION JE LE POSTE CAR SON EXEMPLE CI DESSUS EST FONCTIONEL [ancre=classe3][size]***Classe 3 :***[/ancre] [ancre=classe4][size]***Classe 4 :***[/ancre] [ancre=classe5][size]***Classe 5 :***[/ancre] [ancre=classe6][size]***Classe 6 :***[/ancre] [align][size][size][ancre=bonus]#Bonus(Bonus)[/ancre] [align][size][size][ancre=credit]#Crédits(Crédits)[/ancre] *Rédaction :* Eryah *Correction :* Nobody [![](http://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)](http://creativecommons.org/licenses/by-nc-sa/4.0/deed.fr) Ce tutoriel de [Minecraft Forge France](http://www.minecraftforgefrance.fr/) est mis à disposition selon les termes de la [licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Partage dans les Mêmes Conditions 4.0 International](http://creativecommons.org/licenses/by-nc-sa/4.0/deed.fr) [align][![](http://dl.mcnanotech.fr/mff/icones/retour.png)Retour vers le sommaire des tutoriels](http://www.minecraftforgefrance.fr/showthread.php?tid=16)[/align][/size][/size][/align][/size][/size][/align][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/size][/align][/size][/size][/size][/size][/size][/align][/size][/size][/size][/size][/size][/align][/size][/size][/size][/size][/size][/align][/size][/size][/size][/align][/size][/size][/size][/align][/size][/size][/size][/align][/size][/size][/align][/size][/size][/size][/align][/size][/size][/size][/align][/size][/align][/size][/size][/size][/size][/align][/size][/size][/align][/size][/size][/size][/align]</t>